It's time to kick off another contest in Illyriad, but for the first time we'll be focusing on city aesthetics. The great architects and builders I employ in the underworld grow tired of building the same floating towers, fiery palisades, and frigid citadels; they hunger for something new, and this is where you come in!

Some examples of our premium cities:

We're looking for some creative players to submit design ideas for our next set of premium cities. We will be accepting a variety of submissions from sketches to detailed descriptions...we'd even accept Play-Doh builds! Just throw some ideas at us of cities you'd love to have! Try to stick to a general theme that works well on a small visual scale.

We will select the top two submissions and get them to my underworld architects for blueprinting and creation. The winners will receive the city of their design for free as well as 200 Prestige. The winning player designed cities will then be available in the store for all players!

The contest begins at the time of this posting, and submissions will no longer be accepted after March 11th, 2017 at 23:59 GMT. Post your images and ideas on this thread, the more detailed the better (also might have a better chance of being selected).

Good luck! Looking forward to seeing the creative power of our community! :)

Because I really want some of my ideas to be made into cities, I just have to add some more. Maybe it will also incite some other players, who have had great ideas in GC, to post their ideas

SUNKEN CITY:

So my next idea would be a sunken city. It would pretty much be a city that would slowly rise out of water. Again I used my artistic gifts of (bad) drawing to draw this:http://imgur.com/a/fjx5sThe idea was that maybe in level 1 only the roofs of the tallest buildings are visible. The windows on them would give the impression of doors maybe? Then at each higher level the city gets a bit more out of the water, what I have tried to mark with horizontal lines on my sketch

My next idea would be a city around a waterfall. Here is the next masterpiece I tried to draw: http://imgur.com/a/SXwUIAt level 1 there are a couple of houses on the bottom of the cliff and with each level new houses appear above them. They could be either connected with the ones below them or just above them on rock shelves. There could also be a bridge over the river. In the last level maybe the water should start glowing. White light would probably be best for that.

The links of the pictures don't seem to work when you click on them. They do work with the copy and paste method

I had a crack at making a set of Illy skins. This one was something simple: a militarily flavoured race-neutral settlement. Progression comes from more tents, more colours or flags, and an eventual move to stone or semi-stone while retaining tentiness for the military feel. The final two stages could maybe use something a bit castle-like to fill in more room; large tents with high contrast designs would probably fit a circus skin better... hmmm...

I'll have a go at some more outlandish designs later...

Such as this abyssal themed city, all giant seashells, tentacles and meshed coral.

I was busy with work this week but here are a few rough concepts.

Daemon anvils are a shameful secret of the dwarves, the first created by Gulgrin Blackweal during the Second Age to outstrip his masterful rivals. Those who bargain for such power can craft impossible wonders, backed by tireless infernal workers... who eagerly await the day of your fall.

Evil crafting city. Dark with bright, eerie lights and crafting motifs. The anvil begins as a small, mundane shrine- or statue-looking centrepiece but grows in size as the city develops, eventually glowing at peak size. Outer towers grow larger and more facelike.

The ground shakes again, and somewhere in the clanking depths you hear gnomes cheering. That can't be a good sign. You repeated at least ten times that this was meant to be a city, not a tank, that you needed architects, not mechanics, but the sheer scale of the project attracted a great deal of attention from the Tinker clan who made countless 'innovations' to the original design.

Tinker city. Brass/bronze, plenty of pipes and factory-looking appendages with cogs, gears and shining gems to decorate later stages.

Whether from respect or necessity, hunters never waste a kill. Even the bones of ancient titans find use today, providing welcome shelter for those brave enough to live in their shadow.Skinner/hunter city, initially with bone-spine lean-tos and hide coverings that develop in size and number. A large skull or ribcage would be a good stage 4+ to beef up the town and provide something big enough to decorate with patterns, paints, or glowing lights.

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